Why is the Cycles render of my worn-edge material different from the viewport?
You probably have a Subdivision Surface modifier with the Render subdivisions settings being higher than the Viewport subdivision: the edges are rounded more deeply in render, which affects your shading.

Example: the difference a level of subdivision can make, especially when using Pointiness as a texture source



When tweaking your shader, especially if the shader is geometry-dependent, make sure to match Render and Viewport subdivisions in your modifiers to preview your rendered results more accurately.